What problem does it solve? Gunfire and spell casts in a game feel weightless when there is no visible flash at the barrel or hand. This Skill builds a complete one-shot muzzle-flash effect — a billboarded quad with a procedural star-burst shader plus a brief OmniLight3D room flash — wired to a weapon's fired signal in a Godot/Summer Engine scene. ## Core Features & Use Cases - Procedural star-burst shader: A spatial shader with additive blending, billboard math that preserves per-shot scale, and a randomized ray rotation per shot so no two flashes look identical. - Reusable GDScript controller: A MuzzleFlash Node3D class with tunable exports (duration, size, emission boost, light energy) and a fire() method that spikes intensity and decays it over ~80 ms. - Named variants: Ready-made parameter sets for pistol, rifle, shotgun, and sci-fi plasma-cast flashes, plus edge-case guidance for first-person cameras, silenced weapons, and underwater shots. - Use Case: You attach the MuzzleFlash node to a rifle's BarrelTip marker, connect the weapon's fired signal to fire(), and every shot produces a randomized flash that also lights the surrounding room for 60 ms. ## Quick Start Ask your AI agent to add a muzzle flash to the rifle in the main scene and wire it to the weapon's fired signal.